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Gamehelpfriendlyfishing
Friendly Fishing
Overview
Friendly Fishing is a semi-cooperative set collection game in which all players share the same fishing boat.
On your turn:
- Move the boat to a new tile.
- Collect the tile you land on.
- Try to leave good opportunities for the next player.
There is one important twist:
- In a 3–5 player game, your final score is your own Fishing Score plus the Fishing Score of the player on your left.
The game ends when the boat can no longer move.
Components
- 1 Double-Sided Game Board
- 1 Boat Token
- 31 Basic Fish Tiles
- 18 Special Fish Tiles
- 6 sets of 3
- 5 Action Tiles
- 1 of each type
Setup
1. Choose the Board Side
Place the Game Board in the center of the table.
For a 5-player game:
- Use the side with the Large Central Island.
For other player counts:
- Use the Small Central Island for a shorter game.
- Use the Large Central Island for a longer game.
2. Prepare the Tiles
Choose Special Fish sets based on the board side:
| Board Side | Special Fish Sets | Special Fish Tiles |
|---|---|---|
| Small Central Island | 2 sets | 6 |
| Large Central Island | 4 sets | 12 |
Add the chosen Special Fish Tiles to:
- All 31 Basic Fish Tiles
- All 5 Action Tiles
Mix all tiles face-down.
Place them randomly on the water spaces of the board.
3. Place the Boat
Place the Boat Token on the Central Island.
4. Choose the First Player
Choose any starting player.
For example:
- The player who most recently went fishing may go first.
Gameplay
Players take turns moving the shared Boat Token and collecting tiles.
On your turn:
- Move the Boat.
- Collect the Tile.
Then play passes to the next player.
Move the Boat
At the start of your turn:
- Move the Boat from its current space to a tile in an adjacent water space.
Normally, the Boat must move to an adjacent tile.
Exception: Skipjacks allow a special non-adjacent move.
Collect the Tile
After moving onto a tile:
- Remove it from the board.
- Place it face-up in front of you.
Keep your collected tiles visible so everyone can see how many of each type you have.
If you collect an Action Tile:
- Resolve its effect immediately.
Returning to the Central Island
If there are no possible moves from the Boat's current space:
- Return the Boat to the Central Island.
- Move the Boat from the Central Island to an adjacent tile.
This is the only way the Boat may return to the Central Island.
Central Island
The Central Island counts as one single space.
Depending on the board side:
| Central Island | Adjacent Water Spaces |
|---|---|
| Small | 8 |
| Large | 10 |
When moving from the Central Island:
- You may move to any adjacent tile.
Action Tiles
Action Tiles score 0 points.
Whenever you collect one:
- Resolve it immediately.
Swap 2 Fish
Take 1 Basic Fish Tile from another player and give them 1 of your Basic Fish Tiles, if possible.
Swap 2 Tiles
Choose any 2 tiles still on the board.
- Swap their positions.
Slide a Tile
Choose 1 tile on the board.
Move it to a new space through any number of connected open water spaces.
Remove a Tile
Choose any 1 tile anywhere on the board.
- Return it to the box.
Double Points
Place the Double Points Tile beside one of the colored Common Fish icons in a corner of the board.
During final scoring:
- That Common Fish color is worth double points for every player.
Basic Fish Tiles
There are two types of Basic Fish:
- Common Fish
- Crayfish
Common Fish
Each Common Fish color scores according to how many fish of that color you collected.
| Fish of One Color | Points |
|---|---|
| 1 | 1 |
| 2 | 3 |
| 3 | 6 |
| 4 | 10 |
| 5 | 15 |
| 6 | 21 |
There are 6 fish of each Common Fish color.
Remember:
- The Double Points Action Tile may cause one Common Fish color to score twice its normal value.
Crayfish
There are 7 Crayfish.
The players with the most and second-most Crayfish score:
| Result | Points |
|---|---|
| Most Crayfish | 8 |
| Second-Most Crayfish | 4 |
If players tie for either position:
- All tied players receive the full points for that position.
Special Fish Tiles
Each Special Fish set contains 3 matching tiles.
Only the Special Fish sets chosen during setup are used.
Kingfish
Instant Win
If you collect all 3 Kingfish:
- You immediately win the game.
In a 5-player game:
- You only need to collect 2 Kingfish.
This victory is not shared with another player.
Lunkers
Only the Last Lunker Scores
Whenever you collect a Lunker:
- Every other player who already has a Lunker must discard it to the box.
As a result:
- Only the most recently collected Lunker remains in play.
The remaining Lunker is worth:
- 5 points
Dinkers
Dinkers are worth:
- 2 points each
Whenever you move onto a Dinker:
- You may collect it normally
OR
- Leave the Dinker where it is and immediately move the Boat again.
You may only continue moving if another legal move is available from the Dinker's space.
Skipjacks
Skipjacks are worth:
- 5 points each
Skipjacks provide a special Boat move.
You may collect a Skipjack by moving:
- In a straight line
- Through any number of connected open water spaces
- Directly onto the Skipjack
You may not move through:
- Another tile
- The Central Island
Important:
This is the only way to move the Boat to a non-adjacent tile.
Shiners
Shiners score differently depending on how many you collect.
| Shiners | Points |
|---|---|
| 1 | -2 |
| 2 | 5 |
| 3 | 12 |
Collecting only 1 Shiner loses points, but collecting additional Shiners can make them valuable.
Junk
Each Junk Tile is worth:
- -3 points
Game End
At the start of a player's turn, first check whether the Boat has a legal move.
If no move is possible:
- Return the Boat to the Central Island.
- Check again for a legal move.
If the Boat is on the Central Island and still cannot move:
- The game ends immediately.
Skipjack Reminder
If Skipjacks are in play:
- Check whether a legal Skipjack move is available before ending the game.
A Skipjack may still be reachable even when no adjacent tile is available.
Final Scoring
When the game ends, calculate each player's Fishing Score.
For games with 3–5 players, also calculate each player's Final Score.
Fishing Score
Your Fishing Score is the total value of all scoring tiles you collected.
Include:
- Common Fish
- Crayfish
- Special Fish
- Double Points effects
- Negative points from applicable tiles
2-Player Game
In a 2-player game:
- Compare Fishing Scores directly.
The player with the higher Fishing Score wins.
Final Score: 3–5 Players
In a 3–5 player game:
Your Final Score equals:
Your Fishing Score + the Fishing Score of the player on your left
Example:
- Your Fishing Score = 21
- Left neighbor's Fishing Score = 24
- Final Score = 45
The player with the highest Final Score wins.
This means helping the player on your left can improve your own final result.
Ties
If players tie for the highest winning score:
- They share the victory.
Scoring Summary
| Tile | Scoring |
|---|---|
| Common Fish | 1 / 3 / 6 / 10 / 15 / 21 points for 1–6 of one color |
| Crayfish | 8 for most, 4 for second-most |
| Kingfish | Collect all 3 to immediately win; only 2 required with 5 players |
| Lunker | Only the last remaining Lunker scores 5 |
| Dinker | 2 points each; may leave behind and move again |
| Skipjack | 5 points each; special straight-line movement |
| Shiner | 1 = -2, 2 = 5, 3 = 12 |
| Junk | -3 each |
| Action Tiles | 0 points |
Clarifications
- The Boat normally moves only to an adjacent tile.
- The Central Island is one space, regardless of its physical size.
- The Boat only returns to the Central Island when no legal move exists from its current location.
- When returning to the Central Island, the active player must continue their turn by moving to an available tile.
- Skipjacks may provide legal moves that are not adjacent.
- Action Tiles are resolved immediately when collected.
- Action Tiles are worth no points.
- Collected tiles remain face-up and visible to all players.
- The Double Points Action affects every player during scoring.
- The Kingfish victory happens immediately and bypasses normal final scoring.
Strategy Tips
- Your own collection is only part of your score in a 3–5 player game.
- Pay close attention to the player on your left—their Fishing Score contributes directly to yours.
- Leaving a useful tile available can sometimes benefit you more than collecting the best tile yourself.
- Action Tiles can dramatically change future movement paths.
- Be careful when moving tiles near the Central Island; they may affect how long the game lasts.
- If Skipjacks are in play, remember that seemingly isolated areas may still be reachable.
- Kingfish can create an immediate threat that may need to be blocked.
Credits
- Game Design: Bruno Faidutti and Alex Randolph
- Development: Paul Salomon
- Illustration: Alisha Giroux
- Graphic Design: Jon Merchant
- Rulebook & Editing: Jason D. Kingsley
- Playtesting: Miles Bensky, Valérie Chassé, The Haveman Family, Chris Moase, Darren Neely, Tommy O’Brien, Mark Wisdon, Pete Wissinger, and more